Crusader Kings III

Crusader Kings III

Witchcraft
3,213 Comments
ck3user7748 1 hour ago 
@ryciebani666, thanks a ton for the steer!! If I manage to solve the problem, I will come back and let you (and other users know) the solution.
ryciebani666  [author] 20 hours ago 
@Eevelution
Crises occur when you are powerful enough – if you quickly acquire artifacts and develop as a mage, you won't have to wait long for crises to occur. Remember that you can also manually delay/disable them in Game Rules.
Magical Research has a long cooldown because it is powerful, which also emphasises its significance and uniqueness. But the cooldown (40 years) can be reduced: genius, erudite oracle, scholar traits, and magic theorists (arcana legacy perk), magic academy (place of power), necronomicon (artifact), Loremaster (high council position).
If you have all of this, the cooldown can be shortened to 7 years.
Eevelution 21 hours ago 
Is the project supposed to be 25 years long (20 with the places of power)? The demon prince spawn 40 years in, defeat that guy then the persian dude spawn in after 80 years. I can barely make any worthwhile research during that time (end up killing that guy through scheme thanks to the 3 greater demons in my court)

This mod is so fun. Wish you the best of luck in the future
ryciebani666  [author] Jun 13 @ 2:46pm 
@ck3user7748
1) Thanks ;>
2) The mod has already completed its development phase, and I am not planning any work related to adding new content at this time. However, if that were to change, the nomads would likely require additional attention.
3) I heard that someone had the same problem, but the conclusion was that it was a conflict with an unknown mod. The exact cause is also unknown, but you should start your investigation by comparing the '*/common/artifacts' folders. Perhaps some keywords overlap: ‘magical_unique_template’ or some visuals. If the keywords overlap, the solution would be to change the keywords in one of the mods.
Or maybe it's something to do with the graphic assets ("asset = { ... }" clauses shoud be adjusted somehow in this case).
ck3user7748 Jun 12 @ 6:26am 
First of all, fantastic mod, one of the best out there for ck3.

I have a suggestion - any chance for a nomad-specific mage tower to cart around in the yurt? Perhaps with half the powers of a fixed mage tower?

I also have a question. Prior to 1.16 this mod was wholly compatible with MB+/Gambo super compatch (placed last) - could not find anything that didn't work as intended for the MB+/Gambo list or Witchcraft. Now, if I put witchcraft on, no artifact icons appear, and artifacts are invisible at the royal court. Almost certainly the conflict is with Artifacts Variations II, but having reviewed the files I could not see an obvious cause. Can you point me in the right direction as to what I should be looking at to create my own compatch? (I don't expect you to do anything at all to fix this, but if you or any reader has any pointers for me I'd appreciate that)
ryciebani666  [author] Jun 7 @ 2:29am 
@AlexMagus
Special projects are unlocked randomly when you conduct magical research. For more information, see here:
https://steamcommunity.com/workshop/filedetails/discussion/2837844350/4353368163571187925/
AlexMagus Jun 7 @ 2:07am 
Yeah I ended up blowing up Ireland rather than my own capital
What gives you the improvement of the singularity special project?
ryciebani666  [author] Jun 7 @ 1:56am 
@AlexMagus
If there has been a malfunction, the best thing you can do is to give the artifact to someone, preferably someone who is far away from you.
Preventive action can also be taken before the problem arises:
1) The more often you use AS, the greater the chance of malfunction. This means that it is best to use AS only when it is badly needed (battles in which you participate also count as AS use).
2) Improving AS through special project will prevent malfunctions in the future.
AlexMagus Jun 7 @ 1:24am 
So how am I dealing with this ancient singularity exploding…..
ryciebani666  [author] Jun 5 @ 12:08am 
@HunkHerrmann
Generally speaking, no, archmage is a lifetime position.
There are indeed rare cases where an archmage might lose their position - for example, they could choose to step down - but that is unlikely to happen with AI.

@Meister Erpel
:)
Meister Erpel Jun 4 @ 11:39pm 
@ryciebani666
Thanks! I tried it and it worked as it should. Great mod by the way!
HunkHerrmann Jun 4 @ 4:04pm 
Is there no way to spare the previous Archmage?
ryciebani666  [author] Jun 4 @ 10:09am 
@Meister Erpel
At the Mage Summit you must have the intent to show superiority and become a speaker. You will then have the opportunity to submit your nomination for archmage. And if there is already an archmage, you have to kill him and convene the Mage Summit, which will automatically start the election of his successor.
Meister Erpel Jun 4 @ 10:05am 
Hell-o it may be a stupid question, but how do i become an "archmage"?
ryciebani666  [author] Jun 3 @ 1:26am 
@Black Tarram
The Mage Tower used to be built with the Mage Tower perk, but this perk is now gone. However, when you develop the sorcery tree, there should be an event that allows you to build the tower. I'm not sure if it appears when you are unlanded.
Anyway, if you develop the tree and are a regular ruler, then sooner or later a corresponding event should appear (well unless you already have some towers in your territory - generally you can only have one unless you capture another one).

@织田信长
Np, it's good that you mentioned the problem. Let us know if you find a mod that is causing the conflict. It could also be a bug in the game itself. An excess of mods can cause some non-obvious interactions.
织田信长 Jun 2 @ 11:16pm 
@ryciebani666 The specific issue is that the tab buttons in the middle of the legend interface and the text in the notification pop-ups when gaining friends or enemies turn into unlocalized code text, and the content of these texts is randomly inconsistent.
Yes, I tested it, and when only Witchcraft, AGOT, and some AGOT sub-mods are enabled, there’s no problem. However, when I enable a sufficient number of mods, this issue appears. I troubleshooted for a long time, and it seems like it’s not caused by any single mod. This is really strange.
The root cause of this issue is indeed not Witchcraft; I made a mistake. Sorry about that.
Black Tarram Jun 2 @ 2:45pm 
has the requirement to build the mage tower been altered from previous patches?
last i remember it was tied to the magical experiments perk, yet it doesn't work for me despite functioning for the AI
I am using elf destiny and rice btw
ryciebani666  [author] Jun 2 @ 6:52am 
@织田信长
Unfortunately, I have not been able to find these problems. When I have run both mods, the artifacts have the correct appearances (as in the graphic above).
Where are the localizations missing? Maybe use some sub-mod for AGOT that affects the items.
You can also resubscribe Witchcraft just in case.
织田信长 Jun 2 @ 2:04am 
I spent hours troubleshooting to find a conflict with this mod. When Witchcraft and AGOT are used together, some in-game text loses its localization, and all Artifacts lose their images. This issue persists regardless of mod load order, unless Witchcraft is disabled.
:steamsad:
This is really frustrating, as both mods are among my favorites. Could you, the author, please fix this? Thank you so much!
starfarts Jun 1 @ 5:28am 
Nevermind, I found the problem. This mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3341740061

Keeping up for google results in the future
starfarts Jun 1 @ 5:03am 
I'm running out of ideas so I thought I'd ask here too: In my game the entire steppe is theocratic, no matter what start date I pick. It doesn't go away in-game either; all the titles are theocratic. I've gone through any mod I can possibly think of but I'm at the end of my list.

Could it possibly be something from this mod? Screenshot for reference: https://i.imgur.com/5UznFAf.jpeg
ryciebani666  [author] May 31 @ 3:41am 
@Krollbotid
Nice ;o

@arporter96
You can start just like that, but it's worth seeing the FAQ ;) If you have questions, you can ask them here.
arporter96 May 30 @ 2:47pm 
how do I start the mod?
Krollbotid May 30 @ 9:54am 
Killing Abdul right when he found my plot. For so long he only sent demon to me and cursed my child. 10/10. My best run with this mod.
ryciebani666  [author] May 30 @ 2:56am 
@Gambo
No, for Bael it is enough if the player is a mage, has more than 50 secret knowledge and at least two magic items.
Note that Bael will not appear if another crisis is in progress or if it has been excluded in the game rules.
Even if all the conditions are met, the arrival of a crisis is random and may not occur for a long time.
Gambo May 30 @ 2:39am 
Do you need to be archmage for bael invasion to trigger?
ryciebani666  [author] May 28 @ 3:00pm 
@no ♥♥♥♥♥ plz
The 2.0 update was a little bigger than the previous ones :>
The whole thing looks pretty good. HF ;)
no ♥♥♥♥♥ plz May 28 @ 8:48am 
Yeah, either way is fine with me. There is already so much to do with this mod, and indeed he is rather strong as is. Love the artwork on the magical items btw. Havent played in a couple of months, but it's like coming back to an entirely new mod and now I covet them even more :D
ryciebani666  [author] May 28 @ 4:27am 
@Hoggish
I see. It is good that the problem has been solved ;)
Hoggish May 28 @ 4:17am 
@ryciebani666
Managed to fix it. By adding a mod for extra lifestyles, I was able to open the demonic.
As @Harabec said it was an overflow of the lifestyle board so I couldn't interact with the lifestyle buttons on the sides of the board.
ryciebani666  [author] May 28 @ 3:07am 
@no ♥♥♥♥♥ plz
I'll do something about it, but I'd rather just remove the fake notifications than add actual removal (Samael is already very strong anyway). I'll give it some more thought. Thanks for your observation ;]
no ♥♥♥♥♥ plz May 28 @ 2:59am 
@ryciebani
I can see on the overlay that the healing spell of Samael also should work on congenital traits (wheezing) and deformeties like one-legged. But it does not removed them. Is that something you could fix?
ryciebani666  [author] May 28 @ 1:38am 
@Hoggish
Or is it a trivial problem? Focuses can be changed once every 5 years (if I remember correctly), so maybe it's just a cooldown going on.
ryciebani666  [author] May 28 @ 12:27am 
@Hoggish
I haven't heard of such a problem, can you say more? What you mean is that you see two focuses for the demon tree, but you can't press either of them?
If you were using a console, then theoretically something could have gone wrong here. But that's the only cause that comes to mind. Maybe it's actually a UI problem, you could experiment with scaling the UI in the settings.
Harabec May 27 @ 2:39pm 
ive seen worse lifestyle overflows. Sometimes just moving the mouse around a bit can find a sweet spot to select what you want. Failing that, a UI mod might help.
Hoggish May 27 @ 12:04pm 
@ryciebani666
Hi!
After receiving the demon trait, the demonic lifestyle became available to me.
However, I can't select it. The select button is not active when I hover over it. Could it be that the character has too many lifestyles? There are 8 of them, 5 standard, 1 from DLC and 2 mod ones.
Can you suggest a solution to this problem?
ryciebani666  [author] May 26 @ 10:53am 
@galofir
That can happen. The remaining demons have probably dropped out of the summoning pool because they have been used up or even already exist in the material world - you cannot summon a demon that is already present in the world. And sometimes, summoned demons can remain in it for various reasons.
Also, some demons may not be available due to some special circumstances e.g. Hecate cannot be summoned for the first time if you do not have a soul.
galofir May 26 @ 8:44am 
when i summon greater demon i only get the angle of death
ryciebani666  [author] May 26 @ 12:17am 
@galofir
I counted 11 special demons in total, but some are one-offs.

@Crepe
Good point :o
Thanks, I'll try to do something about it.
Crepe May 25 @ 9:51pm 
Becoming a fake mage allows you to use the right-hand tree, meaning that being a fake wizard lets you immediately become a real wizard.
galofir May 25 @ 1:45pm 
it worked and how many greater demons are there?
ryciebani666  [author] May 25 @ 9:25am 
@Harabec
I'll keep that in mind, thanks :]
Harabec May 25 @ 6:03am 
If you ever get that far, I am an eager tester....
ryciebani666  [author] May 25 @ 5:06am 
@galofir
Well...
Open ev10.txt file (events dir) -> find "magic_ev10.145" event -> remove hidden_effect section in the option. This should help.
galofir May 25 @ 4:08am 
is there any way to change the code to make him no do that?
ryciebani666  [author] May 25 @ 1:32am 
@Harabec
For now, I'm mostly resting, but I already have a few open projects, the main one being a computer game. For the time being it is too early to talk about details - years will pass before it's finished (if it ever is, because only a few of my projects actually get completed).
But sometimes, the journey is just as important as the destination :>

@galofir
Asmodeus's failure is a cause of great shame for him, so he disappears from your world as quickly as possible (it's possible he's too ashamed to go back to hell, so he'll probably go somewhere else).
But as a consolation, after defeating him you should receive a special modifier that permanently increases your Power.
Although since you beat him, you're probably already the most powerful in the world anyway ;) Gz.
galofir May 24 @ 3:27pm 
after i beat and spared asmodeus he disappears why and can it be prevented?
Harabec May 24 @ 2:25pm 
So can you give any hint as to what your new project is about? I see you playing Skyrim occasionally, but surely it can't be that?
ryciebani666  [author] May 24 @ 10:20am 
@AdanaCityPlayboy
Ty, may all our wishes one day come true ;)
AdanaCityPlayboy May 24 @ 3:45am 
Man this is like a Top 5 Mod for this Game man. This and Vamp Inquisition. RycieBani666 May all your wishes come true